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Fan Mission: The Builder's Influence (2010/03/20)


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#26 Fidcal

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Posted 22 March 2010 - 05:48 AM

I never give anti-virus software authority to automatically deal with what it thinks are viruses. I always configure to get a report and then I decide what to do with it. On this PC I installed Antivir which promptly starting telling me my own programs (ones I had written myself) were trojans. I even re-compiled one and still it persisted. I reduced its so-called heuristics. If I given it freedom to do what it wanted it would have deleted several of my own programs. If you know how to take care with your computer, avoid graphic emails, internet explorer, and dodgy websites then modern anti-virus software is actually more agressive, intrusive, more bloody trouble in fact, than viruses themselves.

#27 raymeld

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Posted 22 March 2010 - 08:42 AM

*head smack* FAIL. :rolleyes:

What a shoddy piece of software, that sucks! Glad you're back on track and had backups. Hope you didn't lose much.



Yes thanks. All backed up on an external hd and discs , just a nuisance having to put it all back on ! Bye , bye Bullguard.

#28 Trickster

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Posted 22 March 2010 - 11:15 AM

Great mission, very smooth gameplay. Well done visual appearance. But, being poor taffer, i need help with my progress...
Spoiler


#29 Chiron

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Posted 22 March 2010 - 11:30 AM

Great mission, very smooth gameplay. Well done visual appearance. But, being poor taffer, i need help with my progress...

Spoiler


Spoiler


#30 Chiron

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Posted 22 March 2010 - 12:00 PM

Again, great mission. Very Looking Glass feeling, good atmosphere.
The story was well thought through !
The AI patrol paths were excellent. And the loading screen background images
are a nice touch :)

But (don't know if its this FM or TDM):
-crashes at the end of the mission
-crashes at loading saves/quicksaves (at the beginning it worked fine)

#31 Springheel

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Posted 22 March 2010 - 02:23 PM

-crashes at the end of the mission
-crashes at loading saves/quicksaves (at the beginning it worked fine)


Not sure why this would happen but you're not the first person to mention it.

#32 7upMan

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Posted 22 March 2010 - 02:57 PM

 About raymeld's issues: The error lies mainly with BitDefender. BullGuard utilizes this antivirus vendor's scanning engine, obviously just passing the updates and not bothering to check them before deploying. Just so you know which vendor you should exclude from your list as well.   ;)

Edited by 7upMan, 22 March 2010 - 02:58 PM.

My Eigenvalue is bigger than your Eigenvalue.

#33 fraten

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Posted 22 March 2010 - 05:31 PM

It has been mentioned that the FM is crashing upon loading quicksaves. But I'm not sure, if anyone experienced this error. The re-loading did work fine for me - up until now. It crashed right to the desktop, leaving a small window with the red flashing message: idPVS::FreeCurrentPVS: invalid handle.
loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo
loaded collision model models/darkmod/wearables/boot_large.lwo
loaded collision model models/darkmod/weapons/dagger.lwo
loaded collision model models/darkmod/wearables/shoe01.lwo
loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo
loaded collision model models/darkmod/tools/household/broomstick.ase
loaded collision model models/darkmod/tools/household/brush.lwo
loaded collision model models/darkmod/tools/household/wash_bin.ase
loaded collision model models/darkmod/tools/household/broom_01.ase
loaded collision model models/darkmod/hangers/coatrack.ase
loaded collision model models/darkmod/decorative/vases/pot_medium.ase
loaded collision model models/darkmod/misc/ink_pot01.lwo
loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo
loaded collision model models/darkmod/decorative/vases/pot_small.ase
loaded collision model models/darkmod/loot/coins/coinsc.lwo
loaded collision model models/darkmod/misc/ink_pot01_corked.lwo
loaded collision model models/darkmod/loot/jewellery/amulet_round_g.lwo
loaded collision model models/darkmod/loot/purse_gems.ase
loaded collision model models/darkmod/furniture/woodenchest_main.ase
loaded collision model models/darkmod/furniture/woodenchest_left.ase
loaded collision model models/darkmod/furniture/woodenchest_right.ase
loaded collision model models/darkmod/decorative/vases/emptypot.lwo
loaded collision model models/darkmod/misc/ink_pot02.lwo
loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo
loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo
loaded collision model models/darkmod/misc/system/empty.lwo
loaded collision model models/darkmod/readables/book_open1_small.lwo
loaded collision model models/darkmod/nature/mushrooms_01.lwo
loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo
loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo
loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase
loaded collision model models/darkmod/containers/openable/footlocker_wood.ase
loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo
loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase
loaded collision model models/darkmod/containers/openable/chest_metal.ase
loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo
loaded collision model models/darkmod/containers/tray.lwo
loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase
loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase
loaded collision model models/darkmod/wearables/belt_buckle.lwo
loaded collision model models/darkmod/misc/sagging_rope_01.lwo
loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo
loaded collision model models/darkmod/kitchen/food/garlic_long.lwo
loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo
loaded collision model models/darkmod/hangers/bar_simple01.lwo
loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase
loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase
loaded collision model models/darkmod/tools/saw_hand.ase
loaded collision model models/darkmod/wearables/armour/pauldron01_r_wearable.lwo
loaded collision model models/darkmod/wearables/armour/pauldron01_l_wearable.lwo
loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearable.lwo
loaded collision model models/darkmod/decorative/signs/sign_squarish01.lwo
loaded collision model models/darkmod/furniture/seating/stool_padded.lwo
loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short.lwo
loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_single.lwo
loaded collision model models/darkmod/player_equipment/compass_open.lwo
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
	0 models purged from previous level, 662 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING: Couldn't load image: -
WARNING: Couldn't load image: extinguishable/lamp_desk_01
WARNING: Couldn't load image: extinguishable/lantern_oil_hand
WARNING: Couldn't load image: textures/common/shadow_bak
	0 purged from previous
 239 kept from previous
 1242 new loaded
all images loaded in 116.4 seconds
----------------------------------------
----- idSoundCache::EndLevelLoad -----
204445k referenced
 3821k purged
----------------------------------------
sound: missing efxs/builders_influence.efx
-----------------------------------
213371 msec to load builders_influence
idRenderWorld::GenerateAllInteractions, msec = 171, staticAllocCount = 0.
interactionTable size: 2415920 bytes
39643 interaction take 4440016 bytes
------------- Warnings ---------------
during builders_influence...
WARNING: Couldn't load image: -
WARNING: Couldn't load image: extinguishable/lamp_desk_01
WARNING: Couldn't load image: extinguishable/lantern_oil_hand
WARNING: Couldn't load image: textures/common/shadow_bak
4 warnings
Equip called
Dequip called
Equip called
Dequip called
Equip called
Dequip called
Equip called
Dequip called
Equip called
Dequip called
Shutting down sound hardware
sound: hardware reported unable to use multisound, defaulted to stereo
sound: STEREO
Equip called
Dequip called
QuickSave
loaded collision model models/darkmod/weapons/longswordlow.lwo
The ambient 'snd_basement' for location 'info_location_2' is now playing.
The ambient 'snd_mansion' for location 'info_location_3' is now playing.
Equip called
Dequip called
Equip called
QuickSave
Equip called
Dequip called
Equip called
Equip called
QuickSave
Equip called
Equip called
Equip called
WARNING: Cannot find sound snd_lockpick_lock_picked on door door40

WARNING: Cannot find sound snd_lockpick_lock_picked on door func_static_103

QuickSave
Equip called
QuickSave
The ambient 'snd_basement' for location 'info_location_2' is now playing.
--------- Game Map Shutdown ----------
WARNING: Door hatch is not within a valid AAS area
WARNING: Door func_static_1000 is not within a valid AAS area
WARNING: Door secret1 is not within a valid AAS area
WARNING: Door MapDoor is not within a valid AAS area
WARNING: Door bureau_drawerC3 is not within a valid AAS area
WARNING: Door atdm_mover_door_2 is not within a valid AAS area
WARNING: Door atdm_mover_door_5 is not within a valid AAS area
WARNING: Door FootlockerLid3 is not within a valid AAS area
WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model
--------------------------------------
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/msg.gui.
reloading guis/takeNotes.gui.
reloading guis/intro.gui.
reloading guis/netmenu.gui.
reloading guis/map/builders_influence.gui.
reloading guis/tdm_hud.gui.
reloading guis/pda.gui.
reloading guis/cursor.gui.
reloading guis/readables/sheets/sheet_paper_hand_andrew_script_smaller_world.gui.
reloading guis/readables/books/book_hand_andrew_script_world.gui.
reloading guis/readables/books/book_hand_ellianerelle_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.
reloading guis/readables/scrolls/scroll_calig_summertime_world.gui.
reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
reloading guis/readables/scrolls/scroll_hand_ellianerelle_world.gui.
reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.
reloading guis/readables/books/book_calig_carolingia_smaller_world.gui.
reloading guis/map_of.gui.
reloading guis/playertools/spyglass.gui.
reloading guis/map_of.gui.
reloading guis/scoreboard.gui.
reloading guis/spectate.gui.
reloading guis/chat.gui.
reloading guis/mpmain.gui.
reloading guis/mpmsgmode.gui.
--------- Map Initialization ---------
Map: builders_influence
idRenderWorldLocal::InitFromMap: retaining existing map
------- Game Map Init SaveGame -------
map bounds are (2831.2, 3326.0, 2480.0)
max clip sector is (176.9, 207.9, 155.0)
	4 KB passage memory used to build PVS
	8 msec to calculate PVS
 54 areas
 128 portals
 12 areas visible on average
 432 bytes PVS data
[Load AAS]
loading maps/builders_influence.aas48
[Load AAS]
loading maps/builders_influence.aas96
Keeping maps/builders_influence.aas32
[Load AAS]
loading maps/builders_influence.aas100
[Load AAS]
loading maps/builders_influence.aas_rat
--------------------------------------
-----------------------------------
 4346 msec to load builders_influence
idRenderWorld::GenerateAllInteractions, msec = 169, staticAllocCount = 0.
interactionTable size: 2426256 bytes
38794 interaction take 4344928 bytes
The ambient 'snd_basement' for location 'info_location_2' is now playing.
QuickSave
The ambient 'snd_mansion' for location 'info_location_3' is now playing.
--------- Game Map Shutdown ----------
WARNING: Door hatch is not within a valid AAS area
WARNING: Door func_static_1000 is not within a valid AAS area
WARNING: Door secret1 is not within a valid AAS area
WARNING: Door MapDoor is not within a valid AAS area
WARNING: Door bureau_drawerC3 is not within a valid AAS area
--------- Game Map Shutdown ----------
WARNING: Door atdm_mover_door_2 is not within a valid AAS area
WARNING: Door atdm_mover_door_5 is not within a valid AAS area
WARNING: Door FootlockerLid3 is not within a valid AAS area
--------- Game Map Shutdown ----------
WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model
--------------------------------------
********************
ERROR: idPVS::FreeCurrentPVS: invalid handle
********************
0 0 1280 1024
Regenerated world, staticAllocCount = 0.
--------- Game Map Shutdown ----------
--------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------
idPVS::FreeCurrentPVS: invalid handle

Hope that helps.

Even so this FM rocks! :wub:



#34 Ladro

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Posted 22 March 2010 - 06:54 PM

Brillant mission!:laugh::laugh:

Congrats for this great creation!

I really ejoyed playing, very linear and classic flow, BRAVI!:D:D

#35 PranQster

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Posted 22 March 2010 - 09:55 PM

So the guard was not *inside* the record room? No other guard had any sitting behaviour. And no guards should be just standing around not patrolling either.

You didn't happen to see a message about "AAS 32" when the mission started, did you? Apparently some linux users are having that problem, which would affect pathfinding.




I got no messages, no errors, nothing out of the ordinary.
As for the sitting guard...
Spoiler

Come to think of it...
Spoiler

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#36 PranQster

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Posted 22 March 2010 - 10:07 PM

BTW, I played on the medium difficulty... not sure if that would make a difference.

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#37 PranQster

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Posted 22 March 2010 - 10:19 PM

So the guard was not *inside* the record room? No other guard had any sitting behaviour. And no guards should be just standing around not patrolling either.

You didn't happen to see a message about "AAS 32" when the mission started, did you? Apparently some linux users are having that problem, which would affect pathfinding.


OK, I started the mission all over and yes, I did get the "AAS32" error. I did not see it the first time I loaded the mission, but I may have had my attention on TV on my second monitor.

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#38 PranQster

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Posted 22 March 2010 - 10:25 PM

OK, I started the mission all over and yes, I did get the "AAS32" error. I did not see it the first time I loaded the mission, but I may have had my attention on TV on my second monitor.


The error said that aas32 was out of date. Could this be because the map 'builders_influence.aas32' was started with the older version of darkradiant, and finished with the new version?

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#39 Mortem Desino

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Posted 23 March 2010 - 12:27 AM

No, AAS goes out of date whenever world geometry changes since the last map compile. It's got nothing to do with the version of DarkRadiant, but rather the time each dmap file was generated.

It's fixable with a fresh dmap.
yay seuss crease touss dome in ouss nose tair

#40 Fidcal

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Posted 23 March 2010 - 05:39 AM

What happens sometimes is that doom does not update the aas files even with a dmap. I've seen that a lot but repeatedly with the spider pathfinding aas48 which is not used in this. Try deleting the following files in the map folder and then dmap:

builders_influence.proc
builders_influence.cm
builders_influence.aas32

But I am also uncertain about having the pk4 present while this is done. Ah! I've just done this and even though I deleted the above files it did not re-create the cm. I'm sure this is because it detected it in the pk4 and decided it was uptodate. The way to do it is delete those files in the pk4 first as well or even extract everything and delete the pk4. Better leave it for me to fix...

Meanwhile, I'll do that and upload so if you want to leave it an hour then download again instead then that should fix it hopefully. Better wait until I post here again as there are two mirrors and I can't be certain I won't be delayed by something. ;)

#41 Fidcal

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Posted 23 March 2010 - 06:26 AM

OK, now updated. Anyone having the pathfinding problem, please download the FM again.

I am not certain but I think it unlikely that you can still use your old gamesaves without error.

#42 Springheel

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Posted 23 March 2010 - 11:01 AM

Well hold on. Is *everyone* having a problem with the aas32 being out of date (what an epic fail of playtesting that would be if so)? My understanding was that only linux users were having that problem, for some undetermined reason.

#43 Ladro

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Posted 23 March 2010 - 11:14 AM

Well hold on. Is *everyone* having a problem with the aas32 being out of date (what an epic fail of playtesting that would be if so)? My understanding was that only linux users were having that problem, for some undetermined reason.


I get too the "AAS32" error, at the beginning of the first load.

But i finished normally the mission, i presume without any strangeness.

#44 Springheel

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Posted 23 March 2010 - 01:07 PM

I get too the "AAS32" error, at the beginning of the first load.


Are you using linux?

#45 New Horizon

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Posted 23 March 2010 - 01:54 PM

Are you using linux?


Yup, it's in his signature. Ubuntu Linux 9.10

#46 Springheel

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Posted 23 March 2010 - 02:05 PM

Heh. I guess I'm not used to looking for pertinent information in people's sigs. :P

So we're still assuming this is a linux-specific problem, then? I haven't seen any windows users mention it.

#47 aidakeeley

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Posted 23 March 2010 - 02:30 PM

Well, I did experience...

Spoiler


I think that relates to the aas thing, right?

I'm XPx86. I'll figure out how to turn on the console pre-load and then load it up and look for the aas thing... brb...
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#48 Springheel

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Posted 23 March 2010 - 03:34 PM

I think that relates to the aas thing, right?


Not necessarily. Sometimes guards get hung up on doors.

#49 PranQster

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Posted 23 March 2010 - 03:55 PM

OK, now updated. Anyone having the pathfinding problem, please download the FM again.

I am not certain but I think it unlikely that you can still use your old gamesaves without error.


I deleted the mission directory from the fm directory, downloaded the pk4 again and reinstalled it. I just launched it and got the Warning AAS32 is out of date! message upon loading. I looked at the first two guards who stood there in front of the building, shuffling their feet on occasion... same as before... nobody patrolling.

I'll try the pk4 from the mirror site and see if there's any difference.

Edited by PranQster, 23 March 2010 - 03:57 PM.

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#50 Springheel

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Posted 23 March 2010 - 04:00 PM

Are you on linux?




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